class VPhysXConstraintParams_t
{
public:
    int8 m_nType;
    int8 m_nTranslateMotion;
    int8 m_nRotateMotion;
    int8 m_nFlags;
    Vector m_anchor[2];
    QuaternionStorage m_axes[2];
    float32 m_maxForce;
    float32 m_maxTorque;
    float32 m_linearLimitValue;
    float32 m_linearLimitRestitution;
    float32 m_linearLimitSpring;
    float32 m_linearLimitDamping;
    float32 m_twistLowLimitValue;
    float32 m_twistLowLimitRestitution;
    float32 m_twistLowLimitSpring;
    float32 m_twistLowLimitDamping;
    float32 m_twistHighLimitValue;
    float32 m_twistHighLimitRestitution;
    float32 m_twistHighLimitSpring;
    float32 m_twistHighLimitDamping;
    float32 m_swing1LimitValue;
    float32 m_swing1LimitRestitution;
    float32 m_swing1LimitSpring;
    float32 m_swing1LimitDamping;
    float32 m_swing2LimitValue;
    float32 m_swing2LimitRestitution;
    float32 m_swing2LimitSpring;
    float32 m_swing2LimitDamping;
    Vector m_goalPosition;
    QuaternionStorage m_goalOrientation;
    Vector m_goalAngularVelocity;
    float32 m_driveSpringX;
    float32 m_driveSpringY;
    float32 m_driveSpringZ;
    float32 m_driveDampingX;
    float32 m_driveDampingY;
    float32 m_driveDampingZ;
    float32 m_driveSpringTwist;
    float32 m_driveSpringSwing;
    float32 m_driveSpringSlerp;
    float32 m_driveDampingTwist;
    float32 m_driveDampingSwing;
    float32 m_driveDampingSlerp;
    int32 m_solverIterationCount;
    float32 m_projectionLinearTolerance;
    float32 m_projectionAngularTolerance;
};

KV3 Class Defaults

{
    m_nType = 0
    m_nTranslateMotion = 0
    m_nRotateMotion = 0
    m_nFlags = 0
    m_anchor = 
    [
        [ 0.0, 0.0, 0.0 ],
        [ 0.0, 0.0, 0.0 ],
    ]
    m_axes = 
    [
        [ 0.0, 0.0, 0.0, 0.0 ],
        [ 0.0, 0.0, 0.0, 0.0 ],
    ]
    m_maxForce = 0.0
    m_maxTorque = 0.0
    m_linearLimitValue = 0.0
    m_linearLimitRestitution = 0.0
    m_linearLimitSpring = 0.0
    m_linearLimitDamping = 0.0
    m_twistLowLimitValue = 0.0
    m_twistLowLimitRestitution = 0.0
    m_twistLowLimitSpring = 0.0
    m_twistLowLimitDamping = 0.0
    m_twistHighLimitValue = 0.0
    m_twistHighLimitRestitution = 0.0
    m_twistHighLimitSpring = 0.0
    m_twistHighLimitDamping = 0.0
    m_swing1LimitValue = 0.0
    m_swing1LimitRestitution = 0.0
    m_swing1LimitSpring = 0.0
    m_swing1LimitDamping = 0.0
    m_swing2LimitValue = 0.0
    m_swing2LimitRestitution = 0.0
    m_swing2LimitSpring = 0.0
    m_swing2LimitDamping = 0.0
    m_goalPosition = [ 0.0, 0.0, 0.0 ]
    m_goalOrientation = [ 0.0, 0.0, 0.0, 0.0 ]
    m_goalAngularVelocity = [ 0.0, 0.0, 0.0 ]
    m_driveSpringX = 0.0
    m_driveSpringY = 0.0
    m_driveSpringZ = 0.0
    m_driveDampingX = 0.0
    m_driveDampingY = 0.0
    m_driveDampingZ = 0.0
    m_driveSpringTwist = 0.0
    m_driveSpringSwing = 0.0
    m_driveSpringSlerp = 0.0
    m_driveDampingTwist = 0.0
    m_driveDampingSwing = 0.0
    m_driveDampingSlerp = 0.0
    m_solverIterationCount = 0
    m_projectionLinearTolerance = 0.0
    m_projectionAngularTolerance = 0.0
}